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kpom.ninja • View topic - Xia House Rules

Xia House Rules

Parent forum for misc topics

Xia House Rules

Postby kpom » Tue Nov 11, 2014 5:20 pm

Death/Respawn
When you respawn, you take 1/3/5 damage, and 1/3/5 energy damage for tier 1/2/3. No skipping turns or auto disarmed markers.

Assistance
If you shot at a ship this turn, you do not get points for Assisting that ship (giving energy)
If you assisted a ship this turn, you do not get points for destroying that ship this turn.

Selling
You cannot sell cargo that you have picked up on the same turn (via harvest/buying/etc)

Intentional Death
If a player damages an enemy ship, but does not kill it, they are awarded 1FP if that
ship is killed by non-player effects in the following round.

Ship Erratas
Manchester - 1k per FP (not 1k per cube)
Nightshade - can target a ship in the same sector and maintains ability until used again.

Shields
Shields follow normal rules for outfits (no off-turn rearming)
Shields rolls cannot be combined (only attack rolls)

Gates
Gates cannot be placed adjacent. If a gate tile would be placed adjacent, a new tile is drawn instead. Shuffle the gate back into the tile pile.
kpom
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Posts: 56
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Re: Xia House Rules

Postby kpom » Tue Dec 16, 2014 3:48 pm

Things I would like solutions for:

Empty exploration tokens. Xs are lame.
Fix the disparity between Level 1 and Level 2/3 engines. (or limit outfits to the tier you are in)
First player sniping FP tokens is too easy
Too close at start. Place dummy tiles
Being so badly damaged you can't do anything sucks. Self destruct?

Expansions:
- Mining/harvesting outfit (add d6 to your roll before rolling)
- Crew. Because that would be cool.
- Variable buy/sell, so that they change after each transaction.
- Additional planet tiles
https://www.boardgamegeek.com/camo/b3fa ... 692e706e67
A tile that has bandits you can kill (similar to mining, but you have to shoot them)
kpom
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Joined: Wed Sep 24, 2014 11:25 am


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